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          <h1 class="post-title" itemprop="name headline">PC-Hero 的道具模块(二) —— UI表现</h1>
        

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        <h1 id="PC-Hero-的道具模块-二-——-UI表现"><a href="#PC-Hero-的道具模块-二-——-UI表现" class="headerlink" title="PC-Hero 的道具模块(二) —— UI表现"></a>PC-Hero 的道具模块(二) —— UI表现</h1><p>  由于笔者并未在之前接触过UE4和Moba类型的游戏客户端，服务端架构。在现有项目的基础上进入开发后，有一段时间进入了无从下手的境地。可以先去掌握一些基本的蓝图编程知识，做一些蓝图的UI逻辑表现后在进入后续开发。</p>
<blockquote>
<ul>
<li>开发用到的相关知识</li>
<li>道具设计 </li>
<li>UI部分准备工作</li>
<li>道具操作的蓝图通信</li>
<li>总结</li>
</ul>
</blockquote>
<h2 id="开发用到的相关知识"><a href="#开发用到的相关知识" class="headerlink" title="开发用到的相关知识"></a><strong>开发用到的相关知识</strong></h2><h3 id="C-的编程基础与常见的设计模式"><a href="#C-的编程基础与常见的设计模式" class="headerlink" title="C++的编程基础与常见的设计模式"></a>C++的编程基础与常见的设计模式</h3><p>这里只多插一句，在开发过程中，在服务器端发现了一种新的线程安全的单例模式的写法，比之前看到的Java式写法要好看很多。</p>
<figure class="highlight c++"><table><tr><td class="gutter"><pre><span class="line">1</span><br><span class="line">2</span><br><span class="line">3</span><br><span class="line">4</span><br><span class="line">5</span><br><span class="line">6</span><br><span class="line">7</span><br><span class="line">8</span><br><span class="line">9</span><br><span class="line">10</span><br><span class="line">11</span><br><span class="line">12</span><br><span class="line">13</span><br><span class="line">14</span><br></pre></td><td class="code"><pre><span class="line"> <span class="class"><span class="keyword">class</span> <span class="title">skill_manager</span></span></span><br><span class="line"><span class="class">   &#123;</span></span><br><span class="line"><span class="keyword">private</span>:</span><br><span class="line">	skill_manager();</span><br><span class="line">	~skill_manager();</span><br><span class="line">	skill_manager(<span class="keyword">const</span> skill_manager&amp;);</span><br><span class="line">	<span class="keyword">void</span> <span class="keyword">operator</span>=(<span class="keyword">const</span> skill_manager&amp;);</span><br><span class="line">   <span class="keyword">public</span>:</span><br><span class="line">       <span class="function"><span class="keyword">static</span> skill_manager&amp; <span class="title">get_instance</span><span class="params">()</span></span></span><br><span class="line"><span class="function">       </span>&#123;</span><br><span class="line">           <span class="keyword">static</span> skill_manager instance;</span><br><span class="line">           <span class="keyword">return</span> instance;</span><br><span class="line">       &#125;</span><br><span class="line">   &#125;</span><br></pre></td></tr></table></figure>

<p>可优先掌握观察者模式。</p>
<a id="more"></a> 
<h3 id="虚幻引擎编辑器的使用与其中的C-编程"><a href="#虚幻引擎编辑器的使用与其中的C-编程" class="headerlink" title="虚幻引擎编辑器的使用与其中的C++编程"></a>虚幻引擎编辑器的使用与其中的C++编程</h3><ul>
<li>编辑器的基本操作: 创建UI，材质 等;</li>
<li>蓝图的基本操作: 添加函数，添加变量，函数间互相调用等;</li>
<li>C++调用蓝图/蓝图调用C++;</li>
</ul>
<p>这部分知识可自行查阅官方文档和参考资料。这里推荐一些可供参考书——<strong>Unreal Engine4蓝图完全学习教程</strong> <strong>Unreal Engine4从入门到精通</strong> 与 <strong>大象无形 虚幻引擎程序设计浅析</strong>， 前两本作为开发过程中工具书即可，大象无形看完前七章<strong>虚幻引擎C++编程部分</strong>便可。</p>
<h2 id="道具设计"><a href="#道具设计" class="headerlink" title="道具设计"></a><strong>道具设计</strong></h2><h3 id="ItemStruct"><a href="#ItemStruct" class="headerlink" title="ItemStruct"></a>ItemStruct</h3><p>在道具的策划文档中，在客户端表现部分，我们通过新加格子，捡道具，玩家自行使用的方式去完成这个策划。不难得出，道具模块应该存有id，图片，捡起时的提示信息，自身引用，道具名字等。在蓝图中写好道具的结构体ItemStruct.<br><img src="https://sabistianblogimg.oss-cn-beijing.aliyuncs.com/2.png" alt="2"></p>
<h3 id="PickupText"><a href="#PickupText" class="headerlink" title="PickupText"></a>PickupText</h3><p>控件蓝图PickupText作为物品的提示信息，需要在蓝图中保留物品Actor的引用和文本信息PickupText</p>
<h3 id="ActionInterFace"><a href="#ActionInterFace" class="headerlink" title="ActionInterFace"></a>ActionInterFace</h3><p>蓝图间的通信接口，由于<strong>useAction</strong> 和 <strong>dropAction</strong>是作为按钮的点击事件触发，我们需要新建ActionInterface蓝图类来通知Item进行相关操作。</p>
<h3 id="BaseItem"><a href="#BaseItem" class="headerlink" title="BaseItem"></a>BaseItem</h3><p>新建蓝图基类，需要给物品添加SkeletalMesh 和碰撞体，Item蓝图中需要有的变量有ItemStruct的<strong>ItemInfo</strong>，当前游戏中的Player引用<strong>CharacterReference</strong>,一个提示信息的引用<strong>PickupTextReference</strong>,以及判断玩家是否在可拾取范围呢的布尔值<strong>isInRange</strong>。</p>
<p>在BaseItem 中，我们需要在<strong>控件加载时将引用变量赋值</strong>.
<img src="https://sabistianblogimg.oss-cn-beijing.aliyuncs.com/4.png" alt="3"></p>
<p>并新建<strong>碰撞器Overlap事件</strong>.
<img src="https://sabistianblogimg.oss-cn-beijing.aliyuncs.com/3.png" alt="4"></p>
<p>实现接口中<strong>UseItem事件</strong><br><img src="https://sabistianblogimg.oss-cn-beijing.aliyuncs.com/5.png" alt="5"></p>
<h2 id="UI部分准备工作"><a href="#UI部分准备工作" class="headerlink" title="UI部分准备工作"></a><strong>UI部分准备工作</strong></h2><h3 id="InventorySlot"><a href="#InventorySlot" class="headerlink" title="InventorySlot"></a>InventorySlot</h3><p>InventorySlot 作为道具格子，单独封装成一个蓝图，承载着道具的图片，点击事件的触发等。<br><img src="https://sabistianblogimg.oss-cn-beijing.aliyuncs.com/6.png" alt="6"></p>
<h3 id="GameHUD"><a href="#GameHUD" class="headerlink" title="GameHUD"></a>GameHUD</h3><p><strong>GameHUD</strong>作为道具模块的用户界面-控件蓝图，在Canvas Panel下主要由IventoryMenu 和 Action Menu 两个Vertical Box 构成。二者的Bahavior栏中 Is Enabled均绑定一个对应变量，来判断是否应该显示在UI界面中。Button表现方面的参数根据个人喜好进行设定。<br><img src="https://sabistianblogimg.oss-cn-beijing.aliyuncs.com/7.png" alt="7"></p>
<p>在GameHUD的Graph中，也需要在Construct Event中绑定玩家指针。</p>
<p>至此相关部分的准备工作已经完成，Content目录下内容应如下图。<br><img src="https://sabistianblogimg.oss-cn-beijing.aliyuncs.com/8.png" alt="8"></p>
<h2 id="道具操作的蓝图通信"><a href="#道具操作的蓝图通信" class="headerlink" title="道具操作的蓝图通信"></a><strong>道具操作的蓝图通信</strong></h2><p>不难想象的到，在最基础的道具模块开发中，完整的流程只有，捡、丢、用，三种操作，我们只需要维护类似与<strong>走到道具上，显示提示信息。捡起道具时，地图上的道具消失，UI面板的道具格子中出现相应图片</strong>这样事件所需要的蓝图通信操作。</p>
<p>举个例子，PickupItem，由于捡道具事件是发生在人物身上，并且由按键触发，那么我们在人物控制器上新建一个PickupItem，并在BaseItem中的BeginPlay上绑定到这个事件，当玩家按相应按键之后，调用PickupItem事件，由于这个例子中只是需要把场景中的Actor隐藏，GameHUD中刷新一下。<strong>并不需要修改更多的其他蓝图控件</strong>，所以看起来写成接口也可。通过读官方文档和一些书上的例子，貌似按钮点击的事件写在接口里，大多都是蓝图的1-1通信，1-n则写成事件。</p>
<p><strong>在人物蓝图中，玩家通过按键调用PickupItem事件</strong></p>
<p><img src="https://sabistianblogimg.oss-cn-beijing.aliyuncs.com/9.png" alt="9"></p>
<p>原则上玩家在捡起道具的时候会像服务器发送请求，在拿到服务器的返回操作结果之后在进行后续处理，这里我们只解决UI层面的逻辑不处理通信问题。在初始化的时候，每个道具<strong>都应绑定PickupItem</strong>事件，并去做一些隐藏Actor，消除碰撞体，刷新页面等。</p>
<p><img src="https://sabistianblogimg.oss-cn-beijing.aliyuncs.com/10.png" alt="10"></p>
<p>GameHUD中的刷新库存部分<br><img src="https://sabistianblogimg.oss-cn-beijing.aliyuncs.com/11.png" alt="11"></p>
<h2 id="总结"><a href="#总结" class="headerlink" title="总结"></a><strong>总结</strong></h2><p>这部分工作主要是通过这样一个案例来熟悉在蓝图中是如何编程的，没有什么技术难度=。=能把自己的想法实现出来即可。</p>

      
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              <div class="post-toc-content"><ol class="nav"><li class="nav-item nav-level-1"><a class="nav-link" href="#PC-Hero-的道具模块-二-——-UI表现"><span class="nav-number">1.</span> <span class="nav-text">PC-Hero 的道具模块(二) —— UI表现</span></a><ol class="nav-child"><li class="nav-item nav-level-2"><a class="nav-link" href="#开发用到的相关知识"><span class="nav-number">1.1.</span> <span class="nav-text">开发用到的相关知识</span></a><ol class="nav-child"><li class="nav-item nav-level-3"><a class="nav-link" href="#C-的编程基础与常见的设计模式"><span class="nav-number">1.1.1.</span> <span class="nav-text">C++的编程基础与常见的设计模式</span></a></li><li class="nav-item nav-level-3"><a class="nav-link" href="#虚幻引擎编辑器的使用与其中的C-编程"><span class="nav-number">1.1.2.</span> <span class="nav-text">虚幻引擎编辑器的使用与其中的C++编程</span></a></li></ol></li><li class="nav-item nav-level-2"><a class="nav-link" href="#道具设计"><span class="nav-number">1.2.</span> <span class="nav-text">道具设计</span></a><ol class="nav-child"><li class="nav-item nav-level-3"><a class="nav-link" href="#ItemStruct"><span class="nav-number">1.2.1.</span> <span class="nav-text">ItemStruct</span></a></li><li class="nav-item nav-level-3"><a class="nav-link" href="#PickupText"><span class="nav-number">1.2.2.</span> <span class="nav-text">PickupText</span></a></li><li class="nav-item nav-level-3"><a class="nav-link" href="#ActionInterFace"><span class="nav-number">1.2.3.</span> <span class="nav-text">ActionInterFace</span></a></li><li class="nav-item nav-level-3"><a class="nav-link" href="#BaseItem"><span class="nav-number">1.2.4.</span> <span class="nav-text">BaseItem</span></a></li></ol></li><li class="nav-item nav-level-2"><a class="nav-link" href="#UI部分准备工作"><span class="nav-number">1.3.</span> <span class="nav-text">UI部分准备工作</span></a><ol class="nav-child"><li class="nav-item nav-level-3"><a class="nav-link" href="#InventorySlot"><span class="nav-number">1.3.1.</span> <span class="nav-text">InventorySlot</span></a></li><li class="nav-item nav-level-3"><a class="nav-link" href="#GameHUD"><span class="nav-number">1.3.2.</span> <span class="nav-text">GameHUD</span></a></li></ol></li><li class="nav-item nav-level-2"><a class="nav-link" href="#道具操作的蓝图通信"><span class="nav-number">1.4.</span> <span class="nav-text">道具操作的蓝图通信</span></a></li><li class="nav-item nav-level-2"><a class="nav-link" href="#总结"><span class="nav-number">1.5.</span> <span class="nav-text">总结</span></a></li></ol></li></ol></div>
            

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